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ESA unveils innovation-focused thought leader summit for April 2026

ESA unveils innovation-focused thought leader summit for April 2026

The Entertainment Software Association (ESA) unveiled the launch of the Interactive Innovation Conference (iicon), a new event designed to connect visionaries, thought leaders and innovators from across industries to harness the power of interactive entertainment.

Taking place April 27 to April 30, 2026 at the Fontainebleau Resort in Las Vegas, attendees will gain , engaging discussions and workshops, and elite networking opportunities with executives shaping the future of entertainment, business and technology.

The iicon event promises to bring together a broad spectrum of sectors that converge with interactive entertainment, including film, television and music, as well as sports, healthcare, education, finance and more, expressed Stanley Pierre-Louis, CEO of the ESA, in an interview with GamesBeat.

The event is the first brand new industry-focused event that the ESA has scheduled since the demise of E3 in 2023 — outside of its charity-focused Nite to Unite annual dinners at the Game Developers Conference.

“For decades, video games have been at the forefront of technological and cultural innovation,” stated Pierre-Louis. “With iicon, we are creating a space for visionaries across industries to come together, connect and reimagine what’s possible through interactive entertainment.”.

“The Entertainment Software Association and its member companies are among the innovators and leaders shaping the future of culture, business and human connection. It’s a natural role for ESA to host and support an event that fosters an open exchange of new ideas with our peer industry leaders,” expressed Doug Bowser, chairman of the ESA, in a statement.

Bowser added, “iicon is bringing together change makers from across industries to envision how the strengths of the interactive entertainment industry can break entirely new ground.”.

Attendees will learn from and engage with industry icons, including leaders from Amazon Games, Disney, Electronic Arts, Epic Games, Microsoft, Nintendo of America, Sony Interactive Entertainment, Square Enix, Take-Two Interactive, Ubisoft and Warner Bros. Games.

“We’re really excited about iicon, the Interactive Innovation Conference, because there’s never been an opportunity to bring so many different change makers together to talk about the transformative force of interactive entertainment,” Pierre-Louis expressed. “So many of the conversations we have within the video game industry are to ourselves and so many of the conversations that other industries have are to their industries. Every once in a while you see an opportunity to collaborate with another industry but it’s very limited and we saw an opportunity to grow that using interactive entertainment as convening force.”.

The aim is to have conversations about how to propel growth and audience engagement and audience building at a global scale, he presented.

“It’s really the first-of-its-kind summit designed to connect visionaries, thought leaders, and innovators from across industries to harness the power of interactive entertainment,” Pierre-Louis mentioned. We see this as an opportunity for different leaders and executives to connect and collaborate, to exchange information about how they see growth occurring, to understand some of the marketing outreach success that our industry has seen.”.

The member companies mentioned they want to host other industries and talk about the impact video games can have on them. He noted games are having impact in medicine, where doctors use virtual reality and augmented reality games to train for surgery. Games for health have been developed to treat health conditions like ADHD and Alzheimer’s. In the education sector, 75% of teachers have used digital-based games for their lessons. Astronauts use it to be prepared before going to the International Space Station.

“So video games are part of so many different functions in different industries and yet we’re not having that conversation about what else video games can be doing to bring audiences together,” he noted.

The lobby of the Fountainbleau Hotel in Las Vegas.

As the global video game industry is set to surpass $300 billion in projected revenue by 2027, iicon will be the premier summit for discovering new opportunities powered by the industry and its technology.

Executive leaders from some of the video game industry’s biggest companies expressed enthusiasm for iicon as a key opportunity to drive innovation and foster collaboration across sectors.

“The games industry is constantly evolving, and the intersection with other disciplines is more pronounced than ever before,” stated Christoph Hartmann, vice president of Amazon Games, in a statement. “iicon will bring together some of the brightest minds from the games industry to navigate present challenges and harness the opportunities ahead. Amazon Games is proud to support this new endeavor.”.

“Video games have been a major contributor to our global culture by blending entertainment, creating communities and pushing new technologies,” stated John Heinecke, Chief Publishing Officer, Square Enix. “iicon will be an incredible forum where business leaders and innovators can join forces to celebrate our industry’s achievements and to build the future of entertainment together.”.

“Take-Two Interactive is a long-standing member and proud supporter of ESA,” presented Strauss Zelnick, Chairman and CEO of Take-Two Interactive. “iicon represents the ongoing evolution of the interactive entertainment industry and its irrefutable ascendance as the most beloved art form and cultural influence in the world today. We look forward to participating in this event and convening with a broad array of stakeholders to further what we believe to be one of the strongest periods in our industry’s history.”.

“Video games push the boundaries of technology and creativity, extending far beyond entertainment,” expressed Laurent Detoc, chief direct-to-player officer at Ubisoft. “We look forward to iicon bringing together visionary leaders from the industry and beyond to shape the future impact of games.”.

“At Xbox, our mission is to bring the joy of gaming to players anywhere they want, while creating opportunities for the amazing creators behind them,” stated Sarah Bond, president of Xbox, in a statement. “We appreciate the ESA establishing iicon as a platform to deepen connections among executives and thought leaders from within gaming, and from a wide range of partner industries. Together, we will collaborate, invent and create – and together we will all grow.”.

Asked if this was meant to explore how video games are influencing other industries, Pierre-Louis agreed. He expressed quite often people forget to note the mass market technologies like 3D animation that starts with gaming and migrates into other fields.

“We’re really proud of what we do and how we’ve shaped society, how we’ve helped influence business. And this is a forum to discuss it and for people to think about how else they can advance what we’ve already started,” he unveiled.

I asked if the tech platform companies would be there too. It would be something to see Apple CEO Tim Cook speak alongside Epic Games CEO Tim Sweeney, but I’m fairly skeptical that would ever happen.

“The great thing about this opportunity is it really invites everyone. So we are looking at other companies within the video game space who might want to participate. We’re looking at platforms because they play a pivotal role, but they don’t only use those platforms for video games. They use them for a variety of other tools and for every other business opportunities. And so we’ll be looking to them as potential participants. And we’re also looking beyond the platforms. We’re looking at finance. We’re looking at education. We’re looking at health care. We’re looking at sports,” he expressed.

So far the conversation has been internal, but now it will be opened up to others. He noted member companies have missed E3 when it comes to enabling leaders to come together and have conversations. This event is going to be more like a thought-leadership forum.

Asked how this would fit in with other events like our own GamesBeat Summit and Geoff Keighley’s Summer Game Fest, (which now has a coming business-to-business event headed by Christopher Dring), Pierre-Louis noted, “We really looked at this as an opportunity to reach a broader audience. If you think about all of the game industry events that occur over the course of the year, they’re really targeting different sectors of the video game community, whether it’s players, executives, … developers. What we’re trying to do is really bring a cross-section of business leaders to an audience of business leaders.”.

He stated all the conferences also have a target audience within the video game space. But the ESA is looking to broaden that conversation about the impact of video games.

“Ultimately, that helps our industry in creating and shining a light on the broad impact it has,” he presented. “So many times when we talk to people about the impact of our industry, they’re surprised and excited to learn about things that we do. It’s in all walks of life. When we speak about it within our industry, people all understand the impact of the industry. But really highlighting that to a broader audience will help lift up the audience. It helps us certainly with our advocacy, but more importantly, it brings together business leaders from different sectors and showcases what’s possible through collaboration.”.

Credit: VentureBeat made with Midjourney V6.

Pierre-Louis noted this was happening the same week where the ESA had to issue a statement about the “significant harm” that could happen to game companies if tariffs went into effect.

Asked if politicians would be invited to participate, Pierre-Louis answered, “There’s certainly an opportunity to have policymakers and government officials participate in some way because how they view our industry really impacts how they govern. And so we will want to think about the best approach. Right now, our focus is on ensuring that we have the right audience and the right participants to be a part of this conversation because that’s what’s going to drive the impactful discussions.”.

In turn, that will impact how policy makers lead and bring together the leaders of different industries.

“We’re very excited about bringing together something that we have not seen before, which is placing interactive entertainment at the center of a conversation and bringing others in to talk about the impact that interactive entertainment has had in their industries and how it might help grow what they’re doing in ways that benefit audiences on a global basis in a variety of sectors.”.

“We’re very excited about the initial support we received from these iconic leaders who are our members. And we’re excited about reaching out to leaders in film, television, and music, but also in sports, healthcare, education, finance, and more,” Pierre-Louis introduced. “We have 11 companies already excited about participating at iicon, and we look forward to bringing more in.”.

The ESA hasn’t yet decided who will stage the event. Before E3 collapsed, the ESA tried to tap Reedpop, the creator of the PAX exhibits, to revive the sagging event. The group wants it to be a professional event with high standards, but there’s no further description to it yet.

Pierre-Louis did not say how many people would be invited to the event — whether it was in the hundreds or thousands. But he did say it was a “summit” and is more of a business conference, rather than an expo or showcase of games.

Pierre-Louis noted he could not trace the origins of the event. But it was based on what would come next after the ESA decided to “sunset” E3.

“There were opportunities for our members and for other companies to make announcements through digital means, through online means, and to reach the audience that they wanted to reach,” he stated. “But there was no opportunity for leadership to convene, for our companies to convene and to think about the scope of our industry.”.

By noticing the vacuum created by E3’s absence, the ESA moved to create this new event where different industries could come together around games and game technology.

“It’s about being in the DNA and being able to take that out into the world in a new way that really excites (not only) fans when they see it, but audiences of all kinds. And so we’d love to figure that out as well, partly to have these industries collaborate on what that means to benefit one another,” Pierre-Louis introduced.

Location: Fontainebleau Resort Las Vegas.

In other news, the ESA and the Game Developers Conference (GDC) presented a first-of-its-kind accessibility initiative aimed at improving the player experience for more people. The session will take place during the GDC Main Stage Presentation on Thursday, March 20, 2025 at 12:15 [website] to 1:15 [website], in San Francisco.

The session includes ESA Senior Vice President Aubrey Quinn, an accessibility consultant; speaker and journalist Paul Amadeus Lane; and accessibility leaders from five tech and video game companies — Electronic Arts, Google, Microsoft, Nintendo of America and Ubisoft.

The full details of this initiative will be revealed during the GDC Main Stage presentation. The ESA is also holding its Nite to Unite charity auction and dinner on the evening of March 18 during the GDC.

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Snail Games will show up at GDC with new games and partnerships

Snail Games will show up at GDC with new games and partnerships

Snail Games stated it will show up at the Game Developers Conference (GDC 2025), with a lineup of updates, first-look reveals, and new partnerships to highlight its growth strategy.

The Los Angeles corporation stated fans of the Ark franchise can look forward to new content announcements as Snail Games expands on this legacy series. Snail Games is associated with Studio Wildcard, known for its Ark: Survival Evolved series.

The organization will talk about the next steps in the evolution of Bellwright, as its reveals the roadmap towards [website] and expansion to new platforms. And Snail Games USA will give a first look at a new game being developed in house.

For the first time in person, Snail Games will spotlight collaborations with new partners on Echoes of Elysium, Robots at Midnight, and Honeycomb.

Attendees will get , Snail Games open-world sandbox survival MMO focused on exploration, scientific discovery, and ingenuity directly from the developers themselves.

GDC 2025 also offers an opportunity to highlight Snail Games’ broader vision for the future, including its ongoing growth strategy, commitment to fostering innovation, and expanded partnerships. Senior executives will be available to discuss the organization’s trajectory, market performance, and the evolving role of Snail Games within the global gaming industry.

Snail Games will be located at Booth #S1149 offering press attendees a chance to connect with the team and dive deeper into Snail’s projects. For additional details, interviews, and opportunities to learn more about the projects and strategy, reach out to [website] For creators interested in collaborative opportunities, please reach out to [website].

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Supersonic planes are inching toward takeoff. That could be a problem.

Supersonic planes are inching toward takeoff. That could be a problem.

Boom plans to start commercial operation with a scaled-up version of the XB-1, a 65-passenger jet called Overture, before the end of the decade, and it has already sold dozens of planes to consumers including United Airlines and American Airlines. But as the corporation inches toward that goal, experts warn that such efforts will come with a hefty climate price tag.

Supersonic planes will burn significantly more fuel than current aircraft, resulting in higher emissions of carbon dioxide, which fuels climate change. Supersonic jets also fly higher than current commercial planes do, introducing atmospheric effects that may warm the planet further.

In response to questions from MIT Technology Review, Boom pointed to alternative fuels as a solution, but those remain in limited supply—and they could have limited use in cutting emissions in supersonic aircraft. Aviation is a significant and growing contributor to human-caused climate change, and supersonic technologies could grow the sector’s pollution, rather than make progress toward shrinking it.

XB-1 follows a long history of global supersonic flight. Humans first broke the sound barrier in 1947, when Chuck Yeager hit 700 miles per hour in a research aircraft (the speed of sound at that flight's altitude is 660 miles per hour). Just over two decades later, in 1969, the first supersonic commercial airliner, the Concorde, took its first flight. That aircraft regularly traveled at supersonic speeds until the last one was decommissioned in 2003.

Among other issues (like the nuisance of sonic booms), one of the major downfalls of the Concorde was its high operating cost, due in part to the huge amounts of fuel it required to reach top speeds. Experts say today’s supersonic jets will face similar challenges.

Flying close to the speed of sound changes the aerodynamics required of an aircraft, says Raymond Speth, associate director of the MIT Laboratory for Aviation and the Environment. “All the things you have to do to fly at supersonic speed,” he says, “they reduce your efficiency … There’s a reason we have this sweet spot where airplanes fly today, around Mach [website] or so.”.

Boom estimates that one of its full-sized Overture jets will burn two to three times as much fuel per passenger as a subsonic plane’s first-class cabin. The business chose this comparison because its aircraft is “designed to deliver an enhanced, productive cabin experience,” similar to what’s available in first- and business-class cabins on today’s aircraft.

That baseline, however, isn’t representative of the average traveler today. Compared to standard economy-class travel, first-class cabins tend to have larger seats with more space between them. Because there are fewer seats, more fuel is required per passenger, and therefore more emissions are produced for each person.

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Market Impact Analysis

Market Growth Trend

2018201920202021202220232024
12.0%14.4%15.2%16.8%17.8%18.3%18.5%
12.0%14.4%15.2%16.8%17.8%18.3%18.5% 2018201920202021202220232024

Quarterly Growth Rate

Q1 2024 Q2 2024 Q3 2024 Q4 2024
16.8% 17.5% 18.2% 18.5%
16.8% Q1 17.5% Q2 18.2% Q3 18.5% Q4

Market Segments and Growth Drivers

Segment Market Share Growth Rate
Digital Transformation31%22.5%
IoT Solutions24%19.8%
Blockchain13%24.9%
AR/VR Applications18%29.5%
Other Innovations14%15.7%
Digital Transformation31.0%IoT Solutions24.0%Blockchain13.0%AR/VR Applications18.0%Other Innovations14.0%

Technology Maturity Curve

Different technologies within the ecosystem are at varying stages of maturity:

Innovation Trigger Peak of Inflated Expectations Trough of Disillusionment Slope of Enlightenment Plateau of Productivity AI/ML Blockchain VR/AR Cloud Mobile

Competitive Landscape Analysis

Company Market Share
Amazon Web Services16.3%
Microsoft Azure14.7%
Google Cloud9.8%
IBM Digital8.5%
Salesforce7.9%

Future Outlook and Predictions

The Games Unveils Innovation landscape is evolving rapidly, driven by technological advancements, changing threat vectors, and shifting business requirements. Based on current trends and expert analyses, we can anticipate several significant developments across different time horizons:

Year-by-Year Technology Evolution

Based on current trajectory and expert analyses, we can project the following development timeline:

2024Early adopters begin implementing specialized solutions with measurable results
2025Industry standards emerging to facilitate broader adoption and integration
2026Mainstream adoption begins as technical barriers are addressed
2027Integration with adjacent technologies creates new capabilities
2028Business models transform as capabilities mature
2029Technology becomes embedded in core infrastructure and processes
2030New paradigms emerge as the technology reaches full maturity

Technology Maturity Curve

Different technologies within the ecosystem are at varying stages of maturity, influencing adoption timelines and investment priorities:

Time / Development Stage Adoption / Maturity Innovation Early Adoption Growth Maturity Decline/Legacy Emerging Tech Current Focus Established Tech Mature Solutions (Interactive diagram available in full report)

Innovation Trigger

  • Generative AI for specialized domains
  • Blockchain for supply chain verification

Peak of Inflated Expectations

  • Digital twins for business processes
  • Quantum-resistant cryptography

Trough of Disillusionment

  • Consumer AR/VR applications
  • General-purpose blockchain

Slope of Enlightenment

  • AI-driven analytics
  • Edge computing

Plateau of Productivity

  • Cloud infrastructure
  • Mobile applications

Technology Evolution Timeline

1-2 Years
  • Technology adoption accelerating across industries
  • digital transformation initiatives becoming mainstream
3-5 Years
  • Significant transformation of business processes through advanced technologies
  • new digital business models emerging
5+ Years
  • Fundamental shifts in how technology integrates with business and society
  • emergence of new technology paradigms

Expert Perspectives

Leading experts in the digital innovation sector provide diverse perspectives on how the landscape will evolve over the coming years:

"Technology transformation will continue to accelerate, creating both challenges and opportunities."

— Industry Expert

"Organizations must balance innovation with practical implementation to achieve meaningful results."

— Technology Analyst

"The most successful adopters will focus on business outcomes rather than technology for its own sake."

— Research Director

Areas of Expert Consensus

  • Acceleration of Innovation: The pace of technological evolution will continue to increase
  • Practical Integration: Focus will shift from proof-of-concept to operational deployment
  • Human-Technology Partnership: Most effective implementations will optimize human-machine collaboration
  • Regulatory Influence: Regulatory frameworks will increasingly shape technology development

Short-Term Outlook (1-2 Years)

In the immediate future, organizations will focus on implementing and optimizing currently available technologies to address pressing digital innovation challenges:

  • Technology adoption accelerating across industries
  • digital transformation initiatives becoming mainstream

These developments will be characterized by incremental improvements to existing frameworks rather than revolutionary changes, with emphasis on practical deployment and measurable outcomes.

Mid-Term Outlook (3-5 Years)

As technologies mature and organizations adapt, more substantial transformations will emerge in how security is approached and implemented:

  • Significant transformation of business processes through advanced technologies
  • new digital business models emerging

This period will see significant changes in security architecture and operational models, with increasing automation and integration between previously siloed security functions. Organizations will shift from reactive to proactive security postures.

Long-Term Outlook (5+ Years)

Looking further ahead, more fundamental shifts will reshape how cybersecurity is conceptualized and implemented across digital ecosystems:

  • Fundamental shifts in how technology integrates with business and society
  • emergence of new technology paradigms

These long-term developments will likely require significant technical breakthroughs, new regulatory frameworks, and evolution in how organizations approach security as a fundamental business function rather than a technical discipline.

Key Risk Factors and Uncertainties

Several critical factors could significantly impact the trajectory of digital innovation evolution:

Legacy system integration challenges
Change management barriers
ROI uncertainty

Organizations should monitor these factors closely and develop contingency strategies to mitigate potential negative impacts on technology implementation timelines.

Alternative Future Scenarios

The evolution of technology can follow different paths depending on various factors including regulatory developments, investment trends, technological breakthroughs, and market adoption. We analyze three potential scenarios:

Optimistic Scenario

Rapid adoption of advanced technologies with significant business impact

Key Drivers: Supportive regulatory environment, significant research breakthroughs, strong market incentives, and rapid user adoption.

Probability: 25-30%

Base Case Scenario

Measured implementation with incremental improvements

Key Drivers: Balanced regulatory approach, steady technological progress, and selective implementation based on clear ROI.

Probability: 50-60%

Conservative Scenario

Technical and organizational barriers limiting effective adoption

Key Drivers: Restrictive regulations, technical limitations, implementation challenges, and risk-averse organizational cultures.

Probability: 15-20%

Scenario Comparison Matrix

FactorOptimisticBase CaseConservative
Implementation TimelineAcceleratedSteadyDelayed
Market AdoptionWidespreadSelectiveLimited
Technology EvolutionRapidProgressiveIncremental
Regulatory EnvironmentSupportiveBalancedRestrictive
Business ImpactTransformativeSignificantModest

Transformational Impact

Technology becoming increasingly embedded in all aspects of business operations. This evolution will necessitate significant changes in organizational structures, talent development, and strategic planning processes.

The convergence of multiple technological trends—including artificial intelligence, quantum computing, and ubiquitous connectivity—will create both unprecedented security challenges and innovative defensive capabilities.

Implementation Challenges

Technical complexity and organizational readiness remain key challenges. Organizations will need to develop comprehensive change management strategies to successfully navigate these transitions.

Regulatory uncertainty, particularly around emerging technologies like AI in security applications, will require flexible security architectures that can adapt to evolving compliance requirements.

Key Innovations to Watch

Artificial intelligence, distributed systems, and automation technologies leading innovation. Organizations should monitor these developments closely to maintain competitive advantages and effective security postures.

Strategic investments in research partnerships, technology pilots, and talent development will position forward-thinking organizations to leverage these innovations early in their development cycle.

Technical Glossary

Key technical terms and definitions to help understand the technologies discussed in this article.

Understanding the following technical concepts is essential for grasping the full implications of the security threats and defensive measures discussed in this article. These definitions provide context for both technical and non-technical readers.

Filter by difficulty:

RPA intermediate

algorithm

API beginner

interface APIs serve as the connective tissue in modern software architectures, enabling different applications and services to communicate and share data according to defined protocols and data formats.
API concept visualizationHow APIs enable communication between different software systems
Example: Cloud service providers like AWS, Google Cloud, and Azure offer extensive APIs that allow organizations to programmatically provision and manage infrastructure and services.

interface intermediate

platform Well-designed interfaces abstract underlying complexity while providing clearly defined methods for interaction between different system components.

platform intermediate

encryption Platforms provide standardized environments that reduce development complexity and enable ecosystem growth through shared functionality and integration capabilities.